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View Full Version : D&D 3.x Class E6 Shamans of Thaum. Tier 4-5 NPC, maybe playable class. PEACH.



johnbragg
2018-02-04, 01:12 AM
TLDR: The Bear Shaman is a squishy caster who evolves from a guy who can summon a magic bear at level 1, to a guy with a magical pet bear at levels 2-3, to a guy who forms a composite creature with a bear at level 4-6. The spell list is written to reflect the animal spirit and to be a bare-bones witch-doctor for a savage tribe. The totem spirit grows in power along with the shaman, from 1 to 6 HD. When complete, this chassis can be used to build other Animal Shamans

Purple Text = WIP

HD: d6
Class Skills: The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int per level



Level
BAB
Saves
Special
Spells Per Day




Fort
Ref
Will

1
2
3


1st
+0
+0
+0
+2
Spellcasting, Call on the Spirit
2
-
-


2nd
+1
+0
+0
+3
Walk With the Spirit
3
-
-


3rd
+2
+1
+1
+3

3
2
-


4th
+3
+1
+1
+4
Embrace the Spirit
4
3
-


5th
+3
+1
+1
+4

4
3
2


6th
+4
+2
+2
+5
Capstone SLA
4
4
3



Cantrips: Shamans of Thaum can cast cantrips from their spell list at will.
Spellcasting: Shamans of Thaum can cast spells spontaneously from their entire class spell list. The spells per day and spell levels are shown on the table.
Call on the Spirit: At first level, the Shaman can summon his totem spirit as the spell Summon Nature’s Ally I, except as stated here. This is a spell-like ability. The totem spirit can stay in the material world each day for a total of 1 minute per point of the shaman’s Constitution.
Walk With the Spirit: At second level, the shaman has fully connected the totem spirit to the material world. The Totem Spirit can now come and go from the spirit world to the material world at will. (It is still a full-round action to summon the totem spirit, although dismissing is a free action.) The Totem Spirit can appear wherever the shaman may be on the material plane.

Embrace the Spirit: At fourth level, the shaman and the spirit have bonded to the point where they can combine their forms. They seem to partially dissolve into each other, taking on the Totem Spirit's physical form.
When the shaman and spirit are combined in this way, the shaman occupies the same space as the totem spirit, and is considered incorporeal. The composite creature has access to and uses the better of the two components' attributes, skills, feats and any other qualities of each component. Any hit point damage is suffered by the spirit totem, not by the shaman, with the exception of force attacks directed specifically at the shaman (such as magic missile, or a ghost touch weapon.) The composite being can cast spells as the shaman, or use the Lesser Vigor SLA or the physical attacks of the totem spirit. Forming the composite is a full-round action, while separating into the component parts is a free action.

WIP: I'm okay with the shaman wandering around almost full time as a bear, but there should be some limits. I'm thinking maybe the exhaustion rules for running?

Capstone SLA: Choose one 4th or 5th level spell, with your DMs approval, that fits with the nature of your totem animal. Common choices are Animal Growth, Divine Power, Righteous Might,​ and Summon Nature’s Ally IV.

Giving the shaman Natural Spell as a class feature seems obvious. It's a meaningless feat tax for Druids, and the shaman loses a lot of spellcasting artillery compared to the entangling, faerie fire-ing, full SNA-slinging, lightning-calling, sleet-storming stone-shaping PHB Druid.
My first thought was to build in an action economy hack for gish synergy, since they are two separate creatures. But the whole point is they're not two separate creatures, so I think being a spellcasting bear is enough without being a spellcasting bear who casts spells and wrecks face in the same round.

Spell List
The shaman can cast spells derived from his connection to his animal totem, as well as a handful of general healing, utility and combat blessings common to tribal spellcasters.

Bear Shaman Spell List:
0: Arcane Strike, Create Water, Detect Poison, Detect Magic, Guidance, Light, Message, Mending, Purify Food and Drink, Resistance
1: Bless, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Enlarge Person, Goodberry, Lesser Vigor, Longstrider, Magic Fang, Pass Without Trace, Speak With Animals, Summon Nature’s Ally I (totem animal) (13)
2: Augury, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Lesser Restoration, Protection from Arrows, Rage, Reduce Animal, Spiritual Weapon, Summon Nature’s Ally II (totem animal) (10)
3: Cure Serious Wounds, Dispel Magic, Greater Magic Fang, Haste, Neutralize Poison, Prayer, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness/Deafness, Summon Nature’s Ally III (totem animal), Vigor (12)
Depending on the totem animal chosen, spells may be added or removed from this list.


Totem Spirit Description
The totem spirit is based on an animal from the SRD well-known to the area, adjusted to grow in power as the shaman gains levels. As well as the normal abilities of an animal of its kind (combat routines, movement modes, senses), the totem spirit can cast Lesser Vigor as an SLA once per day per HD.


The essence of the shaman is his connection to the totem animal of his tribe. This connection takes form in the Totem Spirit. The Totem Spirit is a magical beast based on the animal totem of the tribe, who moves comfortably from the material to the spirit realm and back. At first the Totem Spirit comes only when summoned, but soon becomes an almost constant companion, ultimately developing the ability to physically merge with the shaman, forming one gestalt creature with the strengths of both partners.

The totem spirit grows in power as the shaman advances, having the same number of Hit Dice as the Shaman’s level. If the physical form of the totem spirit is destroyed, it takes 24 hours for the totem spirit to heal. The totem spirit has healing abilities, in the form of one Lesser Vigor SLA per hit die per day. Any debilitating condition (disease, blindness, ability drain, energy drain, petrification, etc) acquired by the totem spirit can be removed by a number of days of rest in the spirit realm equal to the minimum level of a spell that would cure the condition, up to 6 days for the equivalent of a Heal spell. (Relevant spells, like cure disease or remove blindness cast on the totem spirit would also cure the condition).

Special: For spell effects, the Totem Spirit can count as a magical beast, as an animal or as a humanoid or a magical beast. (For example, the shaman could target her totem spirit with Enlarge Person or Reduce Animal.

Note: A bear that can appear and disappear at will, can cast SLAs and sometimes form a gestalt creature with a spellcaster is, very obviously a lowercase-m lowercase-b magical beast. Whether or not it is a capital-M capital-B Magical Beast I don't know. I have still not run all the math on whether or how badly a full-BAB d10 HD gish bear compares to a full-BAB d10 HD mundane humanoid. There is obvious CoDzilla potential.


Totem Spirit (Bear) Advancement Tables



HD
Totem Spirit Monster Entry


1
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6


General: HP 5 (d8+1), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal


Attacks: BAB +0. 2 claws +2 (d4 + 2), Bite -4 (d6 + 1 Str)


Claws +2 to hit (+0 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+0 +2 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +3 Ref +4 Will +1


Base Saves, before modifiers: Fort +2 Ref +2 Will +0


Special: Call on the Spirit, SLA Lesser Vigor 1/day


Skills: Listen +2 (1 rank), Spot +2 (1 rank), Climb +2, Swim +6 (+4 racial)


Feats: Endurance


2
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6


General: HP 11 (2d8+2), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal


Attacks: BAB +1. 2 claws +3 (d4 + 2), Bite -3 (d6 + 1 Str)


Claws +3 to hit (+1 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+1 +1 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +4 Ref +5 Will +1


Base Saves, before modifiers: Fort +3 Ref +3 Will +0


Special: Walk With the Spirit, SLA Lesser Vigor 2/day


Skills: Listen +3 (2 ranks), Spot +3 (2 ranks), Climb +2, Swim +6 (+4 racial)


Feats: Endurance


3
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6


General: HP 19 (3d8+6), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal


Attacks: BAB +2. 2 claws +6 (d4 + 2), Bite -1 (d6 + 1 Str)


Claws +6 to hit (+2 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite -1 to hit (+2 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +5 Ref +4 Will +2


Base Saves, before modifiers: Fort +3 Ref +3 Will +1


Special: Walk With the Spirit, SLA Lesser Vigor 3/day


Skills: Listen +4 (3 ranks), Spot +4 (3 ranks), Climb +6, Swim +8 (+4 racial)


Feats: Endurance, Run


4
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6


General: HP 26 (4d8+8), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal


Attacks: BAB +3. 2 claws +7 (d4 + 2), Bite +0 (d6 + 1 Str)


Claws +7 to hit (+3 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite +0 to hit (+3 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +6 Ref +5 Will +2


Base Saves, before modifiers: Fort +4 Ref +4 Will +1


Special: Embrace the Spirit, SLA Lesser Vigor 4/day


Skills: Listen +5 (4 ranks), Spot +5 (4 ranks), Climb +6, Swim +8 (+4 racial)


Feats: Endurance, Run


5
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6


General: HP 37 (5d8+15), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal


Attacks: BAB +3. 2 claws +9 (d4 + 6), Bite +4 (d6 + 1 Str)


Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +4 to hit (+3 +6 Str -5 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +7 Ref +4 Will +2


Base Saves, before modifiers: Fort +4 Ref +4 Will +1


Special: Embrace the Spirit, SLA Lesser Vigor 5/day


Skills: Listen +6 (5 ranks), Spot +6 (5 ranks), Climb +6, Swim +10 (+4 racial)


Feats: Endurance, Run


6
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6


General: HP 45 (6d8+18), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal


Attacks: BAB +4. 2 claws +10 (d4 + 6), Bite -3 (d6 + 1 Str)


Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +8 to hit (+4 +6 Str -2 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage


Saves: Fort +7 Ref +4 Will +2


Base Saves, before modifiers: Fort +4 Ref +4 Will +1


Special: Embrace the Spirit, SLA Lesser Vigor 5/day


Skills: Listen +7 (6 ranks), Spot +7 (6 ranks), Climb +6, Swim +10 (+4 racial)


Feats: Endurance, Run, Multiattack, Improved Multiattack



Coming Soon, Hopefully

johnbragg
2018-02-04, 11:55 PM
This post is a holding pen for the un-formatted text until I can fix it up and move it higher in the thread. (As I fix the thread, the holding pen post will move down.)


The idea is that the Shaman is identified with a particular totem spirit, and the spell list is written to reflect the animal spirit and to be a bare-bones witch-doctor for a savage tribe.
The totem spirit grows in power along with the shaman, from 1 to 6 HD.
At 1st level, the shaman can summon the totem spirit on occasion (total minutes/day = Charisma score) ("Spirit Visitor")
At 2nd level, the shaman can summon totem spirit at will. ("Spirit Companion")
At 4th level, the shaman can merge physically with the spirit, casting spells from inside the safety of the beast while the beast fights. ("Spirit Garment")
Spells/day as cleric or specialist wizard, cast spontaneously from list.
Capstone SLA: Choose one spell from 4th or 5th level that fits thematically, with DM approval. Suggestions Animal Growth, Righteous Might, Summon Nature's Ally IV

Building the Totem Spirit
Take an SRD animal entry, sized Small Medium or Large, 6 hit dice or less.
Use the SRD tools to change the size category--Small from 1-2HD, Medium from 3-4HD, Large from 5-6HD.


Shamans of Thaum

HD: d6
Class Skills: The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int per level

Level BAB Fort Ref Will Special 1 2 3
1st +0 +0 +0 +2 Cantrips, Spellcasting, Totem: Visitor 2 - -
2nd +1 +0 +0 +3 Totem Spirit: Companion 3 - -
3rd +1 +1 +1 +3 3 2 -
4th +2 +1 +1 +4 Totem Spirit: Garment 4 3 -
5th +2 +1 +1 +4 4 3 2
6th +3 +2 +2 +5 Capstone SLA 1/day 4 4 3

Shamans of Thaum Spell List:
0: Arcane Strike, Create Water, Detect Poison, Detect Magic, Guidance, Light, Message, Mending, Purify Food and Drink, Resistance
1: Bless, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Enlarge Person, Goodberry, Lesser Vigor, Longstrider, Magic Fang, Pass Without Trace, Speak With Animals, Summon Nature’s Ally I (totem animal) (13)
2: Augury, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Lesser Restoration, Protection from Arrows, Rage, Reduce Animal, Spiritual Weapon, Summon Nature’s Ally II (totem animal) (10)
3: Cure Serious Wounds, Dispel Magic, Greater Magic Fang, Haste, Neutralize Poison, Prayer, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness/Deafness, Summon Nature’s Ally III (totem animal), Vigor (12)
Depending on the totem animal chosen, spells may be added or removed from this list.

Cantrips: Shamans of Thaum can cast cantrips from their spell list at will.
Spellcasting: Shamans of Thaum can cast spells spontaneously from their entire class spell list. The spells per day and spell levels are shown on the table.
Capstone SLA: Choose one 4th or 5th level spell, with your DMs approval, that fits with the nature of your totem animal. Common choices are Animal Growth, Divine Power, Righteous Might, Summon Nature’s Ally IV.


Totem Spirit

The essence of the shaman is his connection to the totem animal of his tribe. This connection takes form in the Totem Spirit. The Totem Spirit is a magical beast based on the animal totem of the tribe, who moves comfortably from the material to the spirit realm and back. At first the Totem Spirit comes only when summoned, but soon becomes an almost constant companion, ultimately developing the ability to physically merge with the shaman, forming one gestalt creature with the strengths of both partners.

The totem spirit grows in power as the shaman advances, having the same number of Hit Dice as the Shaman’s level. If the physical form of the totem spirit is destroyed, it takes 24 hours for the totem spirit to heal. The totem spirit has healing abilities, in the form of one Lesser Vigor SLA per hit die per day. Any debilitating condition (disease, blindness, ability drain, energy drain, etc) acquired by the totem spirit can be removed by a number of days of rest in the spirit realm equal to the minimum level of a spell that would cure the condition, up to 6 days for the equivalent of a Heal spell. (Relevant spells, like cure disease or remove blindness cast on the totem spirit would also cure the condition).

Special: For spell effects, the Totem Spirit can count as an animal, a humanoid or a magical beast. (For example, the shaman could target her totem spirit with Enlarge Person or Reduce Animal.)

Building a Totem Spirit
Choose an animal between 3 and 6 hit dice, sized Small, Medium or Large. The totem spirit progresses by Hit Die as the Shaman progresses by level.

Start with the animal’s entry in the Monster Manual or SRD.
Change to Magical Beast. D8 hit dice become d10, base attack improves from BAB = ¾ HD to BAB = HD
The totem spirit is Small at HD 1-2, Medium at 3-4, Large at 5-6. (Use the SRD Size Increases table to calculate its stats accordingly.) First change the animal to Magical Beast. D8 hit dice become d10, base attack improves from BAB = ¾ HD to BAB = HD.
Base. Medium Magical Beast, 3d10+6 (22 hp), S 19 D13 C 15 I 2 W 12 Ch 8, AC 13 (+1 Dex, +2 NA) 2 claws +7 (d4+4) bite +2 (d6+2)
Medium to Small (1-2 HD) -4 Strength, +2 Dexterity, - 2 Constitution. Decrease damage dice. +1 size bonus to hit, AC
1 HD. Small. 1d10+1 (6 hp), S 15 D 15 C 13 I 2 W 12 Ch 8, AC 16 (+2 Dex, +2 NA, +1 size) 2 claws +4 (d3+2) bite -1 (d4 +1)
2 HD. Small. 2d10+2 (13 hp), S 15 D 15 C 13 I 2 W 12 Ch 8, AC 16 (+2 Dex, +2 NA, +1 size) 2 claws +5 (d3+2) bite +0 (d4 +1)
(Base creature, Animal converted to Magical Beast statblock)
3 HD. Medium. 3d10+6 (22 hp), S 19 D13 C 15 I 2 W 12 Ch 8, AC 13 (+1 Dex, +2 NA) 2 claws +7 (d4+4) bite +2 (d6+2)
4 HD. Medium. 4d10+8 (30 hp), S 19 D13 C 15 I 2 W 12 Ch 8, AC 13 (+1 Dex, +2 NA) 2 claws +8 (d4+4) bite +6 (d6+2) (New feat: Multiattack, reduces penalty from -5 to -2)
Medium to Large (5-6 HD) +8 Strength, -2 Dexterity, +4 Constitution, +2 Natural Armor. Increase damage dice. -1 size penalty to hit, AC.
5 HD. Large. 5d10 + 20 (47), S 27 D 11 C 19 I 2 W 12 Ch 8, AC 13 (+4 NA, -1 size) 2 claws +12 (d6+8), bite +10 (d8+4) (Claw attack +5 BAB +8 STR -1 size, bite -2 secondary)
6 HD. Large 6d10 + 24 (57), S 27 D 11 C 19 I 2 W 12 Ch 8, AC 13 (+4 NA, -1 size) 2 claws +13 (d6+8), bite +11 (d8+4) (Claw attack +5 BAB +8 STR -1 size, bite -2 secondary)

aimlessPolymath
2018-02-05, 01:52 AM
Some minor things:

In post 2, Introduction says min=Cha, Totem Spirit says min=Con.
Completely refreshing hit points on resummon seems like a little much- it adds a whole lot of stamina over the adventuring day.It also makes Garment very good, more than doubling the hit points of a primary caster. I may be overreacting a little, though.
Summon Nature's Ally only summoning totem animals is a touch problematic, since only some of them will be usable, depending. I suggest having it be a custom spell which summons versions of your totem animal with a specified number of HD (1/2/4, maybe?)
Augment Summoning interactions should specify whether or not they work.
Does a totem animal get bonus stats from HD? The example didn't. Relatedly, who picks feats from gained HD? Bison wouldn't get Multiattack (also, you missed the bonus feat at 6 HD, and put the one for 3 HD at 4 HD in your example).


http://www.d20srd.org/srd/xp.htm

johnbragg
2018-02-05, 08:16 AM
Some minor things:

In post 2, Introduction says min=Cha, Totem Spirit says min=Con.

Think of post 2 as the contents of a broken looseleaf binder spilled all over the floor. But yeah, I need to pick one keep it consistent through the editing process. It doesn't even matter much which one--I just don't want first-level players to run out of their signature ability, without having it be "always on." 10-15 minutes per day is plenty.


Completely refreshing hit points on resummon seems like a little much- it adds a whole lot of stamina over the adventuring day.It also makes Garment very good, more than doubling the hit points of a primary caster. I may be overreacting a little, though.

No, I think you're right. AGain, at level 1 I want Lil' Buddy showing up 100% fresh as a daisy. But at higher levels, dismiss-and-recall shenanigans are in play. Depending on how I write the action economy, "free action to dismiss, full round action to summon" gives infinite full-round combat healing. Which isn't too bad in combat--everyone gets 1 turn where you're lonely, squishy spellcaster with d6 hit points. But that means infinite out-of-combat healing. Hmm.

(I'm also thinking of using a 4E/5E self-healing mechanism, but that's limited uses to BAB + Con bonus. But that's a campaign world thing, not part of the Shaman. )


Summon Nature's Ally only summoning totem animals is a touch problematic, since only some of them will be usable, depending. I suggest having it be a custom spell which summons versions of your totem animal with a specified number of HD (1/2/4, maybe?)

Yeah, this means having to move the base creature up and down the Size chart twice. Which will guarantee some wonky results. So now the class page will need an entry for the Shaman, an entry for the totem spirit, an entry for the composite of the two, and entries for two new versions of the totem spirit. And a third version for SNA 4, because if the base creature is already Large the DM should veto Animal Growth as a capstone. King Kong is probably an E6+5 build.

Those wonky results are why I'm changing the Totem Spirit progression to just advance from 1-6 HD, not changing size, and just getting +4 Str -2 Dex +2 Con +1 NA at each level. After I run the math again, I may dial it back from MAgical Beast to Animal to give the mundanes some role-protection. Natural attack routine with great STrength plus buff spells should be enough for the Shaman, but I'll see what the math says.


Augment Summoning interactions should specify whether or not they work.

I have to make a decision here. IF Augment Summoning works, it's a class feature with a feat tax, like Natural Spell for Druids. Fluffwise, I'm saying no--Augment Summoning allows you to select a better specimen for your summons. You don't pick your Totem Spirit, it finds you, or it reflects you or you call to each other. It's not a pizza you can order with extra Strength and Constitution.


Does a totem animal get bonus stats from HD? The example didn't. Relatedly, who picks feats from gained HD? Bison wouldn't get Multiattack (also, you missed the bonus feat at 6 HD, and put the one for 3 HD at 4 HD in your example).

I misread the monster advancement table description (too lazy to walk to find it in DMG or MM). I figure the player picks, with DM approval.

I also didn't see any monsters with Multiattack and iterative attacks. Maybe that should be a bonus feat at 6HD, replacing your iterative attacks.

aimlessPolymath
2018-02-05, 11:04 AM
How about letting them spend spell slots to restore their companion, wherever they are?

And yes, Augment Summoning is a balance decision as much as anything else. In E6, players tend to pick up a whole lot of feats. Perhaps it becomes accessible at level 6?

johnbragg
2018-02-05, 11:27 PM
Healing the Spirit Companion.

Mechanically, I wanted the Spirit Companion to always show up at full health because you want him at full power at low levels. With 1 HD, it's at 4hp+Con if we use the Animal progression, 5hp+Con if we use Magical Beast. So having it at full health doesn't mean THAT much.

In fact, I'm wavering on the 24-hour ritual if the Companion is dropped to 0. That's punishing for something that's almost guaranteed to happen if you play at level 1--maybe it's just a 24 hour wait while the Companion recovers? That's enough to discourage murderhobos from using their companion as a trap-monkey or something like that.

MAybe lesser vigor as an SLA, 1/day per HD, self only?

johnbragg
2018-02-07, 02:25 PM
Embrace the Spirit is in an acceptable form.

Spell list is up.

Totem Spirit Description is up.

The healing-by-disappearing mechanic is gone, replaced by lesser vigor as an SLA, 1 per day per HD.

brian 333
2018-02-07, 03:30 PM
Spirit Binding Feat

Magic items powered by spirits can be fabricated: use of such items which conflict with the alignment of the spirit may have repercussions such as the spirit refusing to perform the act or, in extreme cases, abandoning the shaman.

To bind any Good spirit the shaman must have informed consent.
To bind any Lawful spirit the shaman must have authority granted by a higher power.
To bind any Chaotic spirit the shaman must have the power to do so.
To bind any Evil spirit the shaman must offer sacrifices.
To bind a True Neutral spirit the spirit must decide it is in its best interest.

Such items tend to be defensive in nature, protecting the shaman from hostile spirits. However, otherwise ordinary items such as weapons, armor, and other useful adventuring gear may be created.

To bind a spirit one must have a fetish, talisman, or masterwork item into which the spirit can be bound, cost and ease of manufacturing equivalent to magic item creation.

The effect is limited as in a regular magic item, so a shaman incapable of using a scroll of Contingency could not bind a spirit to perform as a contingency item.

If the bound spirit was a spellcaster, the item can be used to cast any of the spells the spirit knew in life if the proper construction costs are applied, such that each individual spell and its associated slot is paid for as if the item were a one-use-per-day magic item.

Unlike typical magic items, the Shaman can continue to add powers to an item after its initial creation, within limits set by the power of the bound spirit. A shaman may never have a number of bound spirits whose levels exceed twice the shaman levels of the owner. No more than a single spirit may be bound into a single item, but each bead in a string may be individually enchanted. A shaman may give a bound spirit to a non-shaman of the same alignment thus freeing up space in his 'spirit inventory.' Use of such items in a manner inconsistent with its alignment results in freeing the spirit which immediately retreats to its alignment plane.

Spirits typically, but not exclusively, perform a role similar to that of their former life. Examples:
Fighters = +1 Weapon Enhancement per 4 fighter levels
Warriors = +1 Weapon Enhancement per 6 warrior levels
Clerics = +1 Armor or Shield bonus per 4 Cleric levels
Clerics = +1 Regeneration per 8 Cleric levels
Wizard = +1 Intelligence per 6 wizard levels

The above is an example, not a hard rule, the feat hasn't been balanced. It is presented as a brainstorm idea in need of PEACHing.

johnbragg
2018-02-07, 06:15 PM
Spirit Binding Feat

Spirits typically, but not exclusively, perform a role similar to that of their former life. Examples:
Fighters = +1 Weapon Enhancement per 4 fighter levels
Warriors = +1 Weapon Enhancement per 6 warrior levels
Clerics = +1 Armor or Shield bonus per 4 Cleric levels
Clerics = +1 Regeneration per 8 Cleric levels
Wizard = +1 Intelligence per 6 wizard levels

The above is an example, not a hard rule, the feat hasn't been balanced. It is presented as a brainstorm idea in need of PEACHing.

That's a very cool concept. The fetish/spirit becomes basically an NPC. Old School, back when intelligent weapons were a thing.

johnbragg
2018-02-07, 06:20 PM
Item: The composite creature basically gets 2 sets of skill ranks, so the min-maxxing thing to do is to have the PC and the totem spirit not put ranks into the same skills.

Tweaking the SRD black bear (3HD) to use Pathfinder skills instead of 3.5, Spot and Listen become Perception, which frees up 4 ranks to spend on Survival (a skill the PFSRD 5HD black bear has, and makes complete sense. Survival in the wild is what an actual bear does ALL DAY.)

So a smart player isn't going to bother putting any ranks into Survival, and gets less out of Perception than most PCs.

Effectively, the class gets 6 skill points per level instead of 4. I *may* actually drop the Shaman to 2+Int.

EDIT: I started with the SRD skill list, I may as well stay with it for this version. But I still may drop the Shaman to 2+Int.

johnbragg
2018-02-07, 09:45 PM
HD
Totem Spirit Monster Entry


1
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6

General: HP 5 (d8+1), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal

Attacks: BAB +0. 2 claws +2 (d4 + 2), Bite -4 (d6 + 1 Str)

Claws +2 to hit (+0 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+0 +2 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +3 Ref +4 Will +1

Base Saves, before modifiers: Fort +2 Ref +2 Will +0

Special: Call on the Spirit, SLA Lesser Vigor 1/day

Skills: Listen +2 (1 rank), Spot +2 (1 rank), Climb +2, Swim +6 (+4 racial)

Feats: Endurance


2
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6

General: HP 11 (2d8+2), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal

Attacks: BAB +1. 2 claws +3 (d4 + 2), Bite -3 (d6 + 1 Str)

Claws +3 to hit (+1 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+1 +1 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +4 Ref +5 Will +1

Base Saves, before modifiers: Fort +3 Ref +3 Will +0

Special: Walk With the Spirit, SLA Lesser Vigor 2/day

Skills: Listen +3 (2 ranks), Spot +3 (2 ranks), Climb +2, Swim +6 (+4 racial)

Feats: Endurance


3
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6

General: HP 19 (3d8+6), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal

Attacks: BAB +2. 2 claws +6 (d4 + 2), Bite -1 (d6 + 1 Str)

Claws +6 to hit (+2 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite -1 to hit (+2 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +5 Ref +4 Will +2

Base Saves, before modifiers: Fort +3 Ref +3 Will +1

Special: Walk With the Spirit, SLA Lesser Vigor 3/day

Skills: Listen +4 (3 ranks), Spot +4 (3 ranks), Climb +6, Swim +8 (+4 racial)

Feats: Endurance, Run


4
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6

General: HP 26 (4d8+8), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal

Attacks: BAB +3. 2 claws +7 (d4 + 2), Bite +0 (d6 + 1 Str)

Claws +7 to hit (+3 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite +0 to hit (+3 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +6 Ref +5 Will +2

Base Saves, before modifiers: Fort +4 Ref +4 Will +1

Special: Embrace the Spirit, SLA Lesser Vigor 4/day

Skills: Listen +5 (4 ranks), Spot +5 (4 ranks), Climb +6, Swim +8 (+4 racial)

Feats: Endurance, Run


5
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6

General: HP 37 (5d8+15), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal

Attacks: BAB +3. 2 claws +9 (d4 + 6), Bite +4 (d6 + 1 Str)

Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +4 to hit (+3 +6 Str -5 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +7 Ref +4 Will +2

Base Saves, before modifiers: Fort +4 Ref +4 Will +1

Special: Embrace the Spirit, SLA Lesser Vigor 5/day

Skills: Listen +6 (5 ranks), Spot +6 (5 ranks), Climb +6, Swim +10 (+4 racial)

Feats: Endurance, Run


6
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6

General: HP 45 (6d8+18), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal

Attacks: BAB +4. 2 claws +10 (d4 + 6), Bite -3 (d6 + 1 Str)

Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +8 to hit (+4 +6 Str -2 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage

Saves: Fort +7 Ref +4 Will +2

Base Saves, before modifiers: Fort +4 Ref +4 Will +1

Special: Embrace the Spirit, SLA Lesser Vigor 5/day

Skills: Listen +7 (6 ranks), Spot +7 (6 ranks), Climb +6, Swim +10 (+4 racial)

Feats: Endurance, Run, Multiattack, Improved Multiattack